ddnet/src/game/server/entity.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "entity.h"
#include "gamecontext.h"
#include "player.h"
//////////////////////////////////////////////////
// Entity
//////////////////////////////////////////////////
CEntity::CEntity(CGameWorld *pGameWorld, int ObjType, vec2 Pos, int ProximityRadius)
{
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m_pGameWorld = pGameWorld;
m_ObjType = ObjType;
m_Pos = Pos;
m_ProximityRadius = ProximityRadius;
m_MarkedForDestroy = false;
m_ID = Server()->SnapNewID();
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m_pPrevTypeEntity = 0;
m_pNextTypeEntity = 0;
}
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CEntity::~CEntity()
{
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GameWorld()->RemoveEntity(this);
Server()->SnapFreeID(m_ID);
}
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bool CEntity::NetworkClipped(int SnappingClient) const
{
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return ::NetworkClipped(m_pGameWorld->GameServer(), SnappingClient, m_Pos);
}
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bool CEntity::NetworkClipped(int SnappingClient, vec2 CheckPos) const
{
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return ::NetworkClipped(m_pGameWorld->GameServer(), SnappingClient, CheckPos);
}
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bool CEntity::NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const
{
return ::NetworkClippedLine(m_pGameWorld->GameServer(), SnappingClient, StartPos, EndPos);
}
bool CEntity::GameLayerClipped(vec2 CheckPos)
{
return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > GameServer()->Collision()->GetWidth() + 200 ||
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round_to_int(CheckPos.y) / 32 < -200 || round_to_int(CheckPos.y) / 32 > GameServer()->Collision()->GetHeight() + 200;
}
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bool CEntity::GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos)
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{
for(int k = 0; k < 16 && GameServer()->Collision()->CheckPoint(Pos); k++)
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{
Pos -= normalize(PrevPos - Pos);
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}
vec2 PosInBlock = vec2(round_to_int(Pos.x) % 32, round_to_int(Pos.y) % 32);
vec2 BlockCenter = vec2(round_to_int(Pos.x), round_to_int(Pos.y)) - PosInBlock + vec2(16.0f, 16.0f);
*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f), Pos.y);
if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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return true;
*pOutPos = vec2(Pos.x, BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
if(!GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f)))
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return true;
*pOutPos = vec2(BlockCenter.x + (PosInBlock.x < 16 ? -2.0f : 1.0f),
BlockCenter.y + (PosInBlock.y < 16 ? -2.0f : 1.0f));
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return !GameServer()->Collision()->TestBox(*pOutPos, vec2(28.0f, 28.0f));
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}
bool CEntity::GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *OutPos)
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{
for(int dist = 5; dist >= -1; dist--)
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{
*OutPos = vec2(PlayerPos.x, PlayerPos.y - dist);
if(!GameServer()->Collision()->TestBox(*OutPos, vec2(28.0f, 28.0f)))
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{
return true;
}
}
return false;
}
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bool NetworkClipped(const CGameContext *pGameServer, int SnappingClient, vec2 CheckPos)
{
if(SnappingClient == SERVER_DEMO_CLIENT || pGameServer->m_apPlayers[SnappingClient]->m_ShowAll)
return false;
float dx = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.x - CheckPos.x;
if(absolute(dx) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.x)
return true;
float dy = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos.y - CheckPos.y;
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return absolute(dy) > pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance.y;
}
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bool NetworkClippedLine(const CGameContext *pGameServer, int SnappingClient, vec2 StartPos, vec2 EndPos)
{
if(SnappingClient == SERVER_DEMO_CLIENT || pGameServer->m_apPlayers[SnappingClient]->m_ShowAll)
return false;
vec2 &ViewPos = pGameServer->m_apPlayers[SnappingClient]->m_ViewPos;
vec2 &ShowDistance = pGameServer->m_apPlayers[SnappingClient]->m_ShowDistance;
float dx1 = ViewPos.x - StartPos.x;
float dy1 = ViewPos.y - StartPos.y;
if(absolute(dx1) <= ShowDistance.x && absolute(dy1) <= ShowDistance.x)
return false;
float dx2 = ViewPos.x - EndPos.x;
float dy2 = ViewPos.y - EndPos.y;
if(absolute(dx2) <= ShowDistance.x && absolute(dy2) <= ShowDistance.x)
return false;
vec2 vecLine = vec2(EndPos.x - StartPos.x, EndPos.y - StartPos.y);
float dLengthLine = length(vecLine);
vecLine /= dLengthLine;
float dDistLine = dot(vecLine, StartPos);
vec2 vecPerpLine = vec2(-vecLine.y, vecLine.x);
float dDistPerpLine = dot(vecPerpLine, StartPos);
vec2 vecRect1 = vec2(ViewPos.x - ShowDistance.x, ViewPos.y - ShowDistance.y);
vec2 vecRect2 = vec2(ViewPos.x + ShowDistance.x, ViewPos.y - ShowDistance.y);
vec2 vecRect3 = vec2(ViewPos.x + ShowDistance.x, ViewPos.y + ShowDistance.y);
vec2 vecRect4 = vec2(ViewPos.x - ShowDistance.x, ViewPos.y + ShowDistance.y);
float dPerpLineDist1 = dot(vecPerpLine, vecRect1) - dDistPerpLine;
float dPerpLineDist2 = dot(vecPerpLine, vecRect2) - dDistPerpLine;
float dPerpLineDist3 = dot(vecPerpLine, vecRect3) - dDistPerpLine;
float dPerpLineDist4 = dot(vecPerpLine, vecRect4) - dDistPerpLine;
float dMinPerpLineDist = minimum(dPerpLineDist1, minimum(dPerpLineDist2, dPerpLineDist3, dPerpLineDist4));
float dMaxPerpLineDist = maximum(dPerpLineDist1, maximum(dPerpLineDist2, dPerpLineDist3, dPerpLineDist4));
// If all distances are positive, or all distances are negative,
// then the rectangle is on one side of the line or the other, so there's no intersection
if((dMinPerpLineDist <= 0.0 && dMaxPerpLineDist <= 0.0) || (dMinPerpLineDist >= 0.0 && dMaxPerpLineDist >= 0.0))
{
return true;
}
float dDistLine1 = dot(vecLine, vecRect1) - dDistLine;
float dDistLine2 = dot(vecLine, vecRect2) - dDistLine;
float dDistLine3 = dot(vecLine, vecRect3) - dDistLine;
float dDistLine4 = dot(vecLine, vecRect4) - dDistLine;
float dMinLineDist = minimum(dDistLine1, minimum(dDistLine2, dDistLine3, dDistLine4));
float dMaxLineDist = maximum(dDistLine1, maximum(dDistLine2, dDistLine3, dDistLine4));
// If the rectangle's points don't fall within the line segment's extent, then there's no intersection
return (dMaxLineDist <= 0.0 || dMinLineDist >= dLengthLine);
}